
MeshLab is an open source portable and extendible system for the
processing and editing of unstructured 3D triangular meshes.
The system is aimed to help the processing of the typical not-so-small
unstructured models arising in 3D scanning, providing a set of tools for
editing, cleaning, healing, inspecting, rendering and converting this kind of
meshes.
The project is supported by the European Network of Excellence
Epoch
The system is heavily based on the VCG library
developed at the Visual Computing Lab of
ISTI - CNR, for all the core mesh processing tasks. The MeshLab system
started as a part of the
FGT course of the Computer Science department
of University of Pisa and most of the code (~15k lines) of the first versions
was written by a handful of students.
Download Latest Version (22/6/2006) V0.7
Remember that, whenever you use MeshLab in a official/commercial project, you should feel morally obligated to:
| Snapshots taken from MeshLab v 0.7 | |
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An interactive editing session over the a mesh built a using geometry-from-photo-sequence reconstruction tool developed withing the EPOCH framework. An unwanted part of the mesh is selected and deleted. Original mesh courtesy of the Epoch network. |
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An interactive editing session over the 8M tri David model. The bottom part of the mesh is selected and deleted. Original mesh courtesy of Stanford Digital Michelangelo Project. |
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One example of real time NPR rendering using a hatching style implemented through a OpenGL shader. The shader was used to create the high res snapshot (2282x2942). |
| Snapshots taken from MeshLab v 0.6 | |
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A couple of examples of a OpenGL shaders applied over a 3.7 Mtri model (courtesy of Aim@Shape Shape repository).. |
| Snapshots taken from MeshLab v 0.5 | |
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A 10,000,000 face model successfully loaded and ready for inspecting. 3D Model of a Thai statue courtesy of XYZ RGB inc. provided by the Stanford 3D Scanning Repository. |
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A textured ply model of the well known Michelangelo David, original mesh courtesy of Stanford Digital Michelangelo Project, texturing done by Visual Computing Lab ISTI - CNR through integration of photos taken during the Restoration of the David. |
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A model with self intersecting faces detected by MeshLab colored in red. Mesh courtesy of the Aim@Shape Shape Repository. |
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A model with border edges colored in blue. Mesh courtesy of the Shape Repository of Aim@Shape. |
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A high resolution snapshot (4400x9110) taken with MeshLab of the 10 Mtri 3D model of the above cited Thai statuette. The snapshot is a 17Mb png, so you can download it using the sourceforge file distribution system. On the right you can see a very small portion of the orginal sample just to give you an idea of the quality of a 40 Mpix image. |
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An high resolution rendering (3200x6424) taken with MeshLab of the 8 Mtri model of the Michelangelo David. Original mesh courtesy of Stanford Digital Michelangelo Project. The model is interactively rendered using a pre-computed ambient occlusion term computed with the open source ShadeVis tool. On the right you can see a very small portion of the original rendering just to give you an idea of the quality of the original 20 Mpix image. |
Selection and Editing of large meshes is now possible! Recording and replaying of history of filters Filter classes restructured (now filters are assigned to different submenus) Rewrote of Clustering simplification algorithms Shaders debugged Better choice of initial modes Automatic Installer for windows No more intrusive progress bars
General issues
- Slight code restyling in order to reduce the lines of code
- Command line execution now works correctly
- Better managing of optional mesh datas
- Better color initialization
Plugin System
- Decoration:
Thicked axes with arrows and axes names
Quoted Box
Normals restyled
- Filters
Sub-division surface
Remove triangles above threshold
Apply Transformation
Color non-manifold
- Colorize:
Curvature code restyled
RMS curvature
Absolute curvature
By Quality
Added restore color function
- Shaders:
Import code restyled and optimized
Runtime dynamic dialog created to change shader properties
- Import/Export:
.3DS Import/Export full supported (via lib3ds)
* User Interface
- Reimplemented double-sided lighting
- Added some new shortcuts
- Optimizations in ChangeFOV (Vertigo effect)
- Solved OpenGL bugs on FLAT_LINES
- Solved bug in trackball visualization
- Light direction can be rotated
- Better scalable fonts
- Quick help on screen (Press F1)
- About plugin restyled
* General issues
- Switched to qt4.1
- Corrected Trackball panning
- Safer initialization of color data
- Better memory management (removed HUGE memory leaks...)
- Meshlab icon and logo
- About plugin Dialog
* Plugin System
- Filters:
Invert Faces
- Colorize:
Logging mesh curvature info
Rewritten code to follow coding conventions
Mean Curvature
Color non Manifold (now sets colorPerVert)
Moved mean and gaussian curvature functions into color_curvature.h
- Normals restyled
- Import/Export:
Managing error messages if saving fails
.3DS Imporer first rough implementation
.3DS Export Standardization, saves vertexes and faces + color per face
.3DS Export introduced materials managing
.OBJ Import solved some bugs during file import
.OBJ Export higly improved speed
* User Interface
- Clipping planes now can be moved via CTRL+SHIFT+mouse wheel
- Vertigo FOV with CTRL+mouse wheel
- Icons restyled (transparent)
- Changed snapshot toolbar icon
- Reapply last filter command
- Reload command
- About dialog restyled
- CTRL+Tab switch to next opened window
- CTRL+F4 close current file
- Fonts ok
* Plugin System
- Improved PluginSystem
- Improved shaders support (based on Typhoon Labs shaders)
- Filtering: Customizable filters thru dialogs
- Filters:
Laplacian smooth
MidPoint Subdivision
Re-orient
Decimator
- Editing (No editing tools available)
- Colorize:
Self intersection
Border
- Import/Export:
obj File Format (Customizable export thru dialog)
off File Format
stl File Format
3ds File Format
- Decoration:
Show Axis
Show Box Corners
* User Interface
- Bugless progress bar
- About Plugin dialog
- Logging
* Plugin System
- Complete restyling of plugin architecture
- Color: None, Per Vertex, Per Face
- Color: Support for shaders (wow!). Provided toon shader sample.
- Filtering: Remove Null Faces
- Filtering: Butterfly & Loop optimized
- Decorize: New plugin class
- Import/Export: Obj file format integrated on standard user interface
* User Interface
- Info Panel:
Showing some mesh info (numTri&numFaces)
Showing fps
- Shortcut for some frequently used actions
- Trackball hidable
- Option dialog:
Background colors (Top&Bottom)
Log Area color
- Progress bar
- RenderModes: Textures
- Fullscreen
- Cycle thru opened windows with Next button
- About dialog